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TFS 1.X+ Transitive monsters like a Flamethrower

kibo433

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Hello. I use TFS 1.5 downgrade to 8.6 by Nekiro. My problem is about transitive trap monsters like a flamethrower or lavahole for example. We can see it during POI quest. In my map editor flamethrowermonster is put on oriental pillar (id:1551), but in the game, the creatures are next to the pillars and the creatures are transitive. I wouldn't like to change this in engine or lua scripts for all monster. Only for these trap monsters. Here is script for flamethrower:

Lua:
<?xml version="1.0" encoding="UTF-8"?>
<monster name="flamethrower" nameDescription="a flamethrower" race="undead" experience="0" speed="0" manacost="0">
  <health now="9950" max="9950"/>
  <look typeex="1551" />
  <targetchange interval="5000" chance="0"/>
  <strategy attack="100" defense="0"/>
  <flags>
    <flag summonable="0"/>
    <flag attackable="0"/>
    <flag hostile="1"/>
    <flag illusionable="0"/>
    <flag convinceable="0"/>
    <flag pushable="0"/>
    <flag canpushitems="0"/>
    <flag canpushcreatures="1"/>
    <flag targetdistance="1"/>
    <flag staticattack="90"/>
    <flag runonhealth="100"/>
    <flag hidehealth="0" />
  </flags>
  <attacks>
    <attack name="fire" interval="2000" chance="100" range="7" min="-50" max="-100">
      <attribute key="shootEffect" value="fire"/>
      <attribute key="areaEffect" value="fireattack"/>
    </attack>
  </attacks>
  <defenses armor="1" defense="1"/>
  <immunities>
    <immunity physical="1"/>
    <immunity energy="1"/>
    <immunity fire="1"/>
    <immunity poison="1"/>
    <immunity lifedrain="1"/>
    <immunity paralyze="1"/>
    <immunity outfit="1"/>
    <immunity drunk="1"/>
    <immunity invisible="1"/>
  </immunities>
</monster>

Screenshot in game:
flamethrower.png

Screenshot in RME map editor (creatures are putting on oriental pillar):
rme map.png
 
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